#define MM_MASK_GRID_2 5
#define MM_MASK_GRID_3 6
#define MM_MASK_GRID_4 7
-#define MM_MASK_GRID_CLOSED 8
-#define MM_MASK_RECTANGLE 9
-#define MM_MASK_CIRCLE 10
+#define MM_MASK_RECTANGLE 8
+#define MM_MASK_CIRCLE 9
-#define NUM_MM_MASKS 11
+#define NUM_MM_MASKS 10
// element masks for scanning pixels of MM elements
static const char mm_masks[NUM_MM_MASKS][16][16 + 1] =
" XXX XXXX ",
" XX XXXXX ",
},
- {
- " XXXXXX XXXXXX ",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- " XXXXXXXXXXXXXX ",
- " XXXXXXXXXXXXXX ",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- " XXXXXX XXXXXX ",
- },
{
"XXXXXXXXXXXXXXXX",
"XXXXXXXXXXXXXXXX",
int full_sxsize = MAX(FULL_SXSIZE, lev_fieldx * TILEX);
int full_sysize = MAX(FULL_SYSIZE, lev_fieldy * TILEY);
- if (SX + dSX + lx < REAL_SX || SX + dSX + lx >= REAL_SX + full_sxsize ||
- SY + dSY + ly < REAL_SY || SY + dSY + ly >= REAL_SY + full_sysize)
+ // check if laser is still inside visible playfield area (or inside level)
+ if (cSX + lx < REAL_SX || cSX + lx >= REAL_SX + full_sxsize ||
+ cSY + ly < REAL_SY || cSY + ly >= REAL_SY + full_sysize)
{
Warn("AddLaserEdge: out of bounds: %d, %d", lx, ly);
else if (IS_GRID(element))
return MM_MASK_GRID_1 + get_element_phase(element);
else if (IS_DF_GRID(element))
- return MM_MASK_GRID_CLOSED;
+ return MM_MASK_RECTANGLE;
else if (IS_RECTANGLE(element))
return MM_MASK_RECTANGLE;
else
}
else
{
+ // check if laser is still inside visible playfield area
pixel = (cSX + px < REAL_SX || cSX + px >= REAL_SX + FULL_SXSIZE ||
cSY + py < REAL_SY || cSY + py >= REAL_SY + FULL_SYSIZE);
}
if (!IN_LEV_FIELD(ELX, ELY))
{
+ // laser next step position
+ int x = cSX + LX + XS;
+ int y = cSY + LY + YS;
+
+ // check if next step of laser is still inside visible playfield area
+ if (x >= REAL_SX && x < REAL_SX + FULL_SXSIZE &&
+ y >= REAL_SY && y < REAL_SY + FULL_SYSIZE)
+ {
+ // go on with another step
+ LX += XS;
+ LY += YS;
+
+ continue;
+ }
+
element = EL_EMPTY;
laser.dest_element = element;